This legendary, wickedly sharp trident was mystically crafted in elvensteel by Andruiil, the apprentice of the Elven blacksmith, Tamnaeuth. Forged in the deep fires of Felvreev forest, the weapon reflects green and white flashes when wielded and carved elemental symbols adorn the pikes and shaft of this glorious weapon.
This weapon allows up to 10' of striking distance, provides +3 to all attacks rolls and delivers 1d10+3 piercing damage. This weapon ignores any resistance to piercing damage.
Parry (Reaction): on a hit, as a reaction the wielder can parry the blow and reduce the damage by 1d10+(strength or dexterity modifier).
Skewer: tapping into the magical energy of this weapon, the wielder can focus the weapon strike. On a hit, the weapon adds 1d10+3 piercing damage and the wielder absorbs the 1d8 of the damage delivered. Attacking in this fashion eliminate the use of the Parry reaction and provides attackers within 5' Advantage on their first attack until the start of the wielders next turn.
Shocking Barb: Using a Bonus Action, when the wielder hits with a melee attack the target takes an extra 2d6 Lightning damage.
Psychic Thunder: Using a Bonus Action, when the wielder hits with a melee attack the blow emits a crushing boom inside the targets mind, dealing 2d6 Psychic damage. The target must also succeed on a DC 17 Constitution saving throw or have have the stunned condition until the end of the wielders next turn.
Shocking Thunder: Using a Bonus Action, when the wielder hits with a melee attack they can combine the Shocking Bard and Psychic Thunder properties (see above) at the same time. This can be done three times a day.
The weapon can release the following Magic Actions three times a day:
Lightning Bolt: A stroke of lightning forming a 100-foot-long, 5-foot-wide line blasts out from the direction the weapon is pointed. Each creature in the line makes a Dexterity saving throw, taking 10d6 Lightning damage on a failed save or half as much damage on a successful one.
Chain Lightning: The wilder launches a lightning bolt toward a target they can see within 150 feet. Three bolts then leap from that target reaching up to three other targets of choice, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. Each target makes a Dexterity saving throw, taking 10d8 Lightning damage on a failed save or half as much damage on a successful one.
The weapon can release one the following Investitures as a Magic Actions once per day:
Investiture of Cold: For up to 10 minutes, ice rimes the wielders body, and they gain the following benefits:
- Immunity to cold damage and has resistance to fire damage.
- The wielder can move across difficult terrain created by ice or snow without spending extra movement.
- The ground in a 10-foot radius around the wielder is icy and is difficult terrain. The radius moves with the wielder.
- The wielder can use an Action to create a a 15-foot cone of freezing wind extending from from the weapon. Each creature in the cone must make a Constitution saving throw. A creature takes 8d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of the wielder's next turn.
Investiture of Fire: For up to 10 minutes, flames race across the wielders body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm the wielder. Until the spell ends, they gain the following benefits:
- Immunity to fire damage and has resistance to cold damage.
- Any opponent that moves within 5 feet of the wielder for the first time on a turn or ends its turn there takes 2d10+3 fire damage.
- The wielder can use an Action to create a line of fire 15 feet long and 5 feet wide extending from from the weapon. Each creature in the line must make a Dexterity saving throw suffering 6d8 fire damage on a failed save, or half as much damage on a successful one.
Investiture of Wind: For up to 10 minutes, wind whirls around the wielder and they gain the following benefits:
- Ranged weapon attacks made against them have disadvantage on the attack roll.
- Gain a flying speed of 60 feet. If they are still flying when the spell ends, they fall, unless can somehow prevent it.
- Can use an action to create a 15-foot cube of swirling wind centered on a point they can see within 60 feet. Each creature in that area must make a Constitution saving throw. A creature takes 4d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
Investiture of Stone: For up to 10 minutes, bits of rock spreads across the wielders body, and they gain the following benefits:
- Resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.
- Use an action to create a small earthquake on the ground in a 15-foot radius centered from the wielder. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
- The wielder can move across difficult terrain made of earth or stone without spending extra movement and can move through solid earth or stone as if it was air and without destabilizing it, but cannot end their movement there. If movement is ended there, they are ejected to the nearest unoccupied space, this spell ends, and they are stunned until the end of their next turn.
Notes: Bonus: Melee Attacks, Damage: Piercing







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